SamSniped
DJ Goodboye
Earth, 2012. The world is at relative peace. However, many countries are becoming suspicious. Certaain people have been tasked with making tactical moves against each other. What will happen? You decide.
This is my idea for an Action Chatroom game. I'm basing it off of my favorite games-Call of Duty 4: Modern Warfare. It is different from other Action Chatrooms in many ways, especially one-
Anyone can GM.
That's right, anyone can create their own squad and GM their game. This is because I don't want to do a mission every two weeks and have people to do nothing in the between because of my schedule. However, unless I have recently updated the list, you will have to look around for the missions and times.
So, lets get started.
Character Creation
Weapons & Perks
Your weapons and perks are the core of your character. they make you who you are. The perks are like the abilities for other AC games, but you can only use three at a time. Similarly, you can only use two weapons at a time, more with a certain perk.
Every player starts with 2 Frag grenades and 4 Flashbang grenades, plus a knife.These items are restocked for free after each mission. More guns may come eventually, so keep on the lookout
This is my idea for an Action Chatroom game. I'm basing it off of my favorite games-Call of Duty 4: Modern Warfare. It is different from other Action Chatrooms in many ways, especially one-
Anyone can GM.
That's right, anyone can create their own squad and GM their game. This is because I don't want to do a mission every two weeks and have people to do nothing in the between because of my schedule. However, unless I have recently updated the list, you will have to look around for the missions and times.
So, lets get started.
Character Creation
Spoiler :
Name- Your name. Self-explanatory.
Gender- Need I explain?
Age- See above.
Squad(s)- The missions you are a part of. Any character can be in an infinite number of missions.
Lives- You start with 5. Your character has 100HP, and you lose a life and can no longer participate with that character if you have no lives. See the Extra Info section for more on this.
Experience points- You start at 0/1000. See the Extra Info section for more on this.
Level- You start at 1. every time you level up, you get an extra unlock point.
Money- You start with $1000. See the Extra Info section for more on this.
Unlock Points- You start with ten. See the Extra Info section for more on this.
Primary Weapon- Your primary weapon.
Secondary Weapon- Your secondary weapon.
Sidearm- A pistol. Required for use of the Tier 3 perk Last Chance.
(Tertiary Weapon-only if you choose Overkill for perk 2, but its a THIRD WEAPON!)
Perk 1-Perk from Tier 1.
Perk 2-Perk from Tier 2.
Perk 3-Perk from Tier 3.
Miscellaneous Items- Miscellaneous items from the Miscellaneous category; no limits here on these items. You get a knife as a default that is always replaced when lost.
Explosives- The default here is 2 Frag grenades and 4 Flashbang grenades. There is one empty slot that can be used for a perk, a grenade launcher or masterkey attachment, or explosives you buy; only the former two are restocked for free after each mission, the latter one is bought with your dollars.
Locker- Weapons/perks you have unlocked but aren't using.
Gender- Need I explain?
Age- See above.
Squad(s)- The missions you are a part of. Any character can be in an infinite number of missions.
Lives- You start with 5. Your character has 100HP, and you lose a life and can no longer participate with that character if you have no lives. See the Extra Info section for more on this.
Experience points- You start at 0/1000. See the Extra Info section for more on this.
Level- You start at 1. every time you level up, you get an extra unlock point.
Money- You start with $1000. See the Extra Info section for more on this.
Unlock Points- You start with ten. See the Extra Info section for more on this.
Primary Weapon- Your primary weapon.
Secondary Weapon- Your secondary weapon.
Sidearm- A pistol. Required for use of the Tier 3 perk Last Chance.
(Tertiary Weapon-only if you choose Overkill for perk 2, but its a THIRD WEAPON!)
Perk 1-Perk from Tier 1.
Perk 2-Perk from Tier 2.
Perk 3-Perk from Tier 3.
Miscellaneous Items- Miscellaneous items from the Miscellaneous category; no limits here on these items. You get a knife as a default that is always replaced when lost.
Explosives- The default here is 2 Frag grenades and 4 Flashbang grenades. There is one empty slot that can be used for a perk, a grenade launcher or masterkey attachment, or explosives you buy; only the former two are restocked for free after each mission, the latter one is bought with your dollars.
Locker- Weapons/perks you have unlocked but aren't using.
Weapons & Perks
Your weapons and perks are the core of your character. they make you who you are. The perks are like the abilities for other AC games, but you can only use three at a time. Similarly, you can only use two weapons at a time, more with a certain perk.
Every player starts with 2 Frag grenades and 4 Flashbang grenades, plus a knife.These items are restocked for free after each mission. More guns may come eventually, so keep on the lookout
Spoiler List of Weapons :
See the Extra Info section for more on the stats and what they do.
Additional Bonuses/Penalties : Cannot use attachments
Spoiler Assault Rifles :
Assault Rifles are the basic weapons of this game. They get no bonuses unless specified. They deal out a decent amount of damage, and are all-around guns.
M16 (1 Unlock Point)-
Damage per Bullet : 10HP
Bullets Per Turn : 6/3/1
Clip Size/Extra Ammo : 30/90
Accuracy : 75% (15/20)
Fire Modes : Full-automatic, Three-round burst, Semi-automatic
AK-74 (1 Unlock Point)-
Damage per Bullet : 15HP
Bullets Per Turn : 4/1
Clip Size/Extra Ammo : 30/90
Accuracy : 60% (12/20)
Fire Modes : Full-automatic, Semi-automatic
M4 Carbine (2 Unlock Points)-
Damage per Bullet : 13HP
Bullets Per Turn : 6/1
Clip Size/Extra Ammo : 30/90
Accuracy : 80% (16/20)
Fire Modes : Full-automatic, Semi-automatic
H&K G3 (2 Unlock Points)-
Damage per Bullet : 10HP
Bullets Per Turn : 4
Clip Size/Extra Ammo : 20/80
Accuracy : 90% (18/20)
Fire Modes : Semi-automatic
G36c (3 Unlock Points)-
Damage per Bullet : 15HP
Bullets Per Turn : 3/1
Clip Size/Extra Ammo : 30/90
Accuracy : 80% (15/20)
Fire Modes : Full-automatic, Semi-automatic
M14 (3 Unlock Points)-
Damage per Bullet : 20HP
Bullets Per Turn : 3
Clip Size/Extra Ammo : 20/80
Accuracy : 90% (18/20)
Fire Modes : Semi-automatic
STG-44 (2 Unlock Points)
Damage Per Bullet : 15 HP
Bullets per Turn : 3/1
Clip Size/Extra Ammo : 30/90
Accuracy : 75% (15/20)
Fire Modes : Full-Automatic, Semi-Automatic
M16 (1 Unlock Point)-
Damage per Bullet : 10HP
Bullets Per Turn : 6/3/1
Clip Size/Extra Ammo : 30/90
Accuracy : 75% (15/20)
Fire Modes : Full-automatic, Three-round burst, Semi-automatic
AK-74 (1 Unlock Point)-
Damage per Bullet : 15HP
Bullets Per Turn : 4/1
Clip Size/Extra Ammo : 30/90
Accuracy : 60% (12/20)
Fire Modes : Full-automatic, Semi-automatic
M4 Carbine (2 Unlock Points)-
Damage per Bullet : 13HP
Bullets Per Turn : 6/1
Clip Size/Extra Ammo : 30/90
Accuracy : 80% (16/20)
Fire Modes : Full-automatic, Semi-automatic
H&K G3 (2 Unlock Points)-
Damage per Bullet : 10HP
Bullets Per Turn : 4
Clip Size/Extra Ammo : 20/80
Accuracy : 90% (18/20)
Fire Modes : Semi-automatic
G36c (3 Unlock Points)-
Damage per Bullet : 15HP
Bullets Per Turn : 3/1
Clip Size/Extra Ammo : 30/90
Accuracy : 80% (15/20)
Fire Modes : Full-automatic, Semi-automatic
M14 (3 Unlock Points)-
Damage per Bullet : 20HP
Bullets Per Turn : 3
Clip Size/Extra Ammo : 20/80
Accuracy : 90% (18/20)
Fire Modes : Semi-automatic
STG-44 (2 Unlock Points)
Damage Per Bullet : 15 HP
Bullets per Turn : 3/1
Clip Size/Extra Ammo : 30/90
Accuracy : 75% (15/20)
Fire Modes : Full-Automatic, Semi-Automatic
Additional Bonuses/Penalties : Cannot use attachments
Spoiler SMG :
SMGs get a +2 bonus to accuracy in close quarters combat, and a -3 penalty to accuracy when far away. They also have a faster Rate of Fire than the Assault Rifles, which means a SMG can deal out more bullets in a turn.
MP5(1 Unlock Point)-
Damage per Bullet : 10HP
Bullets Per Turn : 5/1
Clip Size/Extra Ammo : 30/90
Accuracy : 65% (13/20)
Fire Modes : Full-automatic, Semi-automatic
Skorpion(1 Unlock Point)-
Damage per Bullet : 5HP
Bullets Per Turn : 10/1
Clip Size/Extra Ammo : 20/80
Accuracy : 70% (14/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : -2 to accuracy at Medium Range, +3 to accuracy instead of +2 at close range
Uzi(2 Unlock Points)-
Damage per Bullet : 12HP
Bullets Per Turn : 3/1
Clip Size/Extra Ammo : 33/99
Accuracy : 70% (13/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : +1 to accuracy at Medium Range
UMP .45(2 Unlock Points)-
Damage per Bullet : 15HP
Bullets Per Turn : 5/1
Clip Size/Extra Ammo : 30/90
Accuracy : 65% (13/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : N/A
FN P90(3 Unlock Points)-
Damage per Bullet : 15HP
Bullets Per Turn : 5/1
Clip Size/Extra Ammo : 50/100
Accuracy : 70% (13/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : +1 to accuracy at Close Range
MP5(1 Unlock Point)-
Damage per Bullet : 10HP
Bullets Per Turn : 5/1
Clip Size/Extra Ammo : 30/90
Accuracy : 65% (13/20)
Fire Modes : Full-automatic, Semi-automatic
Skorpion(1 Unlock Point)-
Damage per Bullet : 5HP
Bullets Per Turn : 10/1
Clip Size/Extra Ammo : 20/80
Accuracy : 70% (14/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : -2 to accuracy at Medium Range, +3 to accuracy instead of +2 at close range
Uzi(2 Unlock Points)-
Damage per Bullet : 12HP
Bullets Per Turn : 3/1
Clip Size/Extra Ammo : 33/99
Accuracy : 70% (13/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : +1 to accuracy at Medium Range
UMP .45(2 Unlock Points)-
Damage per Bullet : 15HP
Bullets Per Turn : 5/1
Clip Size/Extra Ammo : 30/90
Accuracy : 65% (13/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : N/A
FN P90(3 Unlock Points)-
Damage per Bullet : 15HP
Bullets Per Turn : 5/1
Clip Size/Extra Ammo : 50/100
Accuracy : 70% (13/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : +1 to accuracy at Close Range
Spoiler LMG :
LMGs are beasts. They have large damage amounts, high rates of fire, and can destroy emplacements and vehicles. However, they are bulky, which means you get no chance at stealth and it takes a whole turn to reload. Definitely not recommended for stealth missions, as they can't be silenced. They also get a -2 accuracy penalty at close range.
M249 SAW (2 Unlock Points)-
Damage per Bullet : 10HP
Bullets Per Turn : 10/1
Clip Size/Extra Ammo : 100/200
Accuracy : 70% (14/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : N/A
RPD (3 Unlock Points)-
Damage per Bullet : 15HP
Bullets Per Turn : 7/1
Clip Size/Extra Ammo : 100/200
Accuracy : 75% (15/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : N/A
M60E4 (4 Unlock Points)-
Damage per Bullet : 20HP
Bullets Per Turn : 5/1
Clip Size/Extra Ammo : 100/200
Accuracy : 80% (16/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : additional -1 to accuracy at Close Range
M249 SAW (2 Unlock Points)-
Damage per Bullet : 10HP
Bullets Per Turn : 10/1
Clip Size/Extra Ammo : 100/200
Accuracy : 70% (14/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : N/A
RPD (3 Unlock Points)-
Damage per Bullet : 15HP
Bullets Per Turn : 7/1
Clip Size/Extra Ammo : 100/200
Accuracy : 75% (15/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : N/A
M60E4 (4 Unlock Points)-
Damage per Bullet : 20HP
Bullets Per Turn : 5/1
Clip Size/Extra Ammo : 100/200
Accuracy : 80% (16/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : additional -1 to accuracy at Close Range
Spoiler Sniper Rifles :
Sniper Rifles are killing machines. They can take a man out with one or two shots. However, unlike those quickscoping *******s on Call of Duty, you will get a major -8 accuracy penalty to close range combat. Also, most have only one shot per round, so you had better be lucky! They also have a different way of damage calculation, which is explained in the Extra Info section.
M40A3(2 Unlock Points)-
Damage per Bullet : 75HP (+20 to Vitals/Center Mass, +25 to head)
Bullets Per Turn : 1
Clip Size/Extra Ammo : 5/20
Accuracy : Head- 40% (8/20); Center Mass- 50% (10/20); Vitals- 60% (12/20); Limbs and other- 75% (15/20)
Fire Mode : Bolt-action
M21 EBR(3 Unlock Points)-
Damage per Bullet : 70HP (+20 to Vitals/Center Mass, +30 to head)
Bullets Per Turn : 2
Clip Size/Extra Ammo : 10/20
Accuracy : Head- 45% (9/20); Center Mass- 55% (11/20); Vitals- 65% (13/20); Limbs and other- 80% (16/20)
Fire Mode : Semi-Automatic
Dragunov(3 Unlock Points)-
Damage per Bullet : 75HP (+25 to Vitals/Center Mass, +25 to head)
Bullets Per Turn : 1
Clip Size/Extra Ammo : 10/20
Accuracy : Head- 45% (9/20); Center Mass- 55% (11/20); Vitals- 60% (12/20); Limbs and other- 75% (15/20)
Fire Mode : Semi-Automatic
Remington R700(4 Unlock Points)-
Damage per Bullet : 80HP (+10 to Vitals/Center Mass, +20 to head)
Bullets Per Turn : 1
Clip Size/Extra Ammo : 4/16
Accuracy : Head- 55% (11/20); Center Mass- 65% (13/20); Vitals- 75% (15/20); Limbs and other- 85% (17/20)
Fire Mode : Bolt Action
PSG-1(4 Unlock Points)-
Damage per Bullet : 80HP (+5 to Vitals/Center Mass, +20 to head)
Bullets Per Turn : 2
Clip Size/Extra Ammo : 10/20
Accuracy : Head- 60% (12/20); Center Mass- 65% (13/20); Vitals- 75% (15/20); Limbs and other- 85% (17/20)
Fire Mode : Semi-Automatic
Barret .50 Caliber Heavy Sniper Rifle(5 Unlock Points)-
Damage per Bullet : 90HP (+10 to Vitals/Center Mass, +10 to head)
Bullets Per Turn : 1
Clip Size/Extra Ammo : 10/20
Accuracy : Head- 50% (10/20); Center Mass- 70% (14/20); Vitals- 70% (14/20); Limbs and other- 80% (16/20)
Fire Mode : Semi-Automatic
M40A3(2 Unlock Points)-
Damage per Bullet : 75HP (+20 to Vitals/Center Mass, +25 to head)
Bullets Per Turn : 1
Clip Size/Extra Ammo : 5/20
Accuracy : Head- 40% (8/20); Center Mass- 50% (10/20); Vitals- 60% (12/20); Limbs and other- 75% (15/20)
Fire Mode : Bolt-action
M21 EBR(3 Unlock Points)-
Damage per Bullet : 70HP (+20 to Vitals/Center Mass, +30 to head)
Bullets Per Turn : 2
Clip Size/Extra Ammo : 10/20
Accuracy : Head- 45% (9/20); Center Mass- 55% (11/20); Vitals- 65% (13/20); Limbs and other- 80% (16/20)
Fire Mode : Semi-Automatic
Dragunov(3 Unlock Points)-
Damage per Bullet : 75HP (+25 to Vitals/Center Mass, +25 to head)
Bullets Per Turn : 1
Clip Size/Extra Ammo : 10/20
Accuracy : Head- 45% (9/20); Center Mass- 55% (11/20); Vitals- 60% (12/20); Limbs and other- 75% (15/20)
Fire Mode : Semi-Automatic
Remington R700(4 Unlock Points)-
Damage per Bullet : 80HP (+10 to Vitals/Center Mass, +20 to head)
Bullets Per Turn : 1
Clip Size/Extra Ammo : 4/16
Accuracy : Head- 55% (11/20); Center Mass- 65% (13/20); Vitals- 75% (15/20); Limbs and other- 85% (17/20)
Fire Mode : Bolt Action
PSG-1(4 Unlock Points)-
Damage per Bullet : 80HP (+5 to Vitals/Center Mass, +20 to head)
Bullets Per Turn : 2
Clip Size/Extra Ammo : 10/20
Accuracy : Head- 60% (12/20); Center Mass- 65% (13/20); Vitals- 75% (15/20); Limbs and other- 85% (17/20)
Fire Mode : Semi-Automatic
Barret .50 Caliber Heavy Sniper Rifle(5 Unlock Points)-
Damage per Bullet : 90HP (+10 to Vitals/Center Mass, +10 to head)
Bullets Per Turn : 1
Clip Size/Extra Ammo : 10/20
Accuracy : Head- 50% (10/20); Center Mass- 70% (14/20); Vitals- 70% (14/20); Limbs and other- 80% (16/20)
Fire Mode : Semi-Automatic
Spoiler Sidearm :
Your sidearm will save you. This is for when your main gun goes "click" instead of shooting. However, the pistol gets a -2 accuracy penalty at Medium Range and Long Range.
M9 Beretta(Free!
)
Damage per Bullet: 5HP
Bullets per Turn: 3
Clip Size/Extra Ammo: 15/45
Accuracy: 75% (15/20)
Fire Mode: Semi-Automatic
M9 Beretta(Free!

Damage per Bullet: 5HP
Bullets per Turn: 3
Clip Size/Extra Ammo: 15/45
Accuracy: 75% (15/20)
Fire Mode: Semi-Automatic
Spoiler Explosives, Weapon Attachments, etc. :
This category has not just explosives(which, when not used with perks, are not freely restocked and take up the Frag Grenade slot) but also other things that are useful or can be used usefully. These are the things that you can spend your dollars on. Also, you can attach certain things to your weapons that can come in handy, from reflex sights to masterkeys (note-you can only have two attachments on at a time. A number next to the name tells you which of the two attachment slots it fills, then the price, then the guns it can be used for).
Spoiler Explosives :
C4- $200 each
Damage- 100HP/50HP
Blast Radius- 10 meters/20 meters
Trigger- Remote detonation or timer
RPG-7- $100 each
Damage- 100HP/70HP
Blast Radius- 5 meters/10 meters
Trigger- contact with surface
Claymore- $300
Damage- 100HP/60HP
Blast Radius- 10 meters in a 45 degree cone in front of the mine
Trigger- Remote detonation or sensing target walk in front of it.
Flashbang Grenade- Not buyable
Damage- 5HP
Blast Radius- 5 meters
Trigger- Pull pin and throw grenade (NOT the other way around!
)
Effect- Incapacitates enemy hit by this for 2 turns
Fragmentation Grenade- Not buyable
Damage- 100 HP/50HP
Blast Radius- 20 meters/10 meters
Damage- 100HP/50HP
Blast Radius- 10 meters/20 meters
Trigger- Remote detonation or timer
RPG-7- $100 each
Damage- 100HP/70HP
Blast Radius- 5 meters/10 meters
Trigger- contact with surface
Claymore- $300
Damage- 100HP/60HP
Blast Radius- 10 meters in a 45 degree cone in front of the mine
Trigger- Remote detonation or sensing target walk in front of it.
Flashbang Grenade- Not buyable
Damage- 5HP
Blast Radius- 5 meters
Trigger- Pull pin and throw grenade (NOT the other way around!

Effect- Incapacitates enemy hit by this for 2 turns
Fragmentation Grenade- Not buyable
Damage- 100 HP/50HP
Blast Radius- 20 meters/10 meters
Spoiler Attachments(Underbarrel Weapons) :
M203 Grenade Launcher
Damage- 100HP/60HP
Blast Radius- 15 Meters/10 Meters
Masterkey
Damage Per Bullet- 30
Bullets Per Turn- 2
Clip Size/Max Ammo- 4/16
Bayonet
Damage- 100-50
Damage- 100HP/60HP
Blast Radius- 15 Meters/10 Meters
Masterkey
Damage Per Bullet- 30
Bullets Per Turn- 2
Clip Size/Max Ammo- 4/16
Bayonet
Damage- 100-50
Spoiler Attachments :
EOTech Holographic Sight (1st Slot, $200, Assault Rifle, SMG, LMG): +1 to Accuracy at all distances and all firing modes.
ACOG Sight (1st Slot, $275, Assault Rifle, SMG, LMG Sniper Rifle): +1 to Accuracy at Medium Range, +2 to Accuracy at Long Range (-2 for Sniper Rifle), -2 Accuracy at Close Range.
Thermal Scope (1st Slot, $400, Assault Rifles, LMG, SMG, Sniper Rifle): +2 Accuracy at Long Range, additional +1 Accuracy at night and/or in dark places.
4x Magnification Scope (1st Slot, $200, Assault Rifle, Sniper Rifle): +3 Accuacy at Long Range (+1 for Sniper Rifle), -1 Accuracy at Close Range.
AN/PEQ2-A Target Illuminator (2nd Slot, $250, Assault Rifle): +2 to Accuracy at Close Range and at night.
M203 Grenade Launcher (2nd Slot, $500, Assault Rifle): Allows you to have an M203 Grenade Launcher mounted on the barrel of your assault rifle.
Foregrip (2nd Slot, $300, Assault Rifle, SMG, LMG, Sniper Rifle): +2 to Accuracy at all distances/firing modes.
Masterkey (2nd Slot, $400, Assault Rifle): Allows you to have a Masterkey shotgun attached to the barrel of your gun.
Silencer (2nd Slot, $100, All Guns): +5 to stealth actions involving firing your gun, if you were invisible before firing and missed you are not discovered, -1 accuracy at all ranges/firing modes.
Armor-Piercing Bullets (2nd Slot, $200, All Guns): Bullets can pierce certain armor and not be slowed down. Extremely useful.
Extended Clips (2nd Slot, $800, All Guns): The gun get a 20% increase to Clip Size and a 50% increase to Extra Ammo.
EDS (2nd Slot, $500, Assault Rifle, SMG, Sniper Rifle): Allows you to ask the GM where any enemies you can't see are.
Bayonet (2nd Slot, $300, Assault Rifle): Attaches a boss-looking bayonet to your assault rifle's barrel
ACOG Sight (1st Slot, $275, Assault Rifle, SMG, LMG Sniper Rifle): +1 to Accuracy at Medium Range, +2 to Accuracy at Long Range (-2 for Sniper Rifle), -2 Accuracy at Close Range.
Thermal Scope (1st Slot, $400, Assault Rifles, LMG, SMG, Sniper Rifle): +2 Accuracy at Long Range, additional +1 Accuracy at night and/or in dark places.
4x Magnification Scope (1st Slot, $200, Assault Rifle, Sniper Rifle): +3 Accuacy at Long Range (+1 for Sniper Rifle), -1 Accuracy at Close Range.
AN/PEQ2-A Target Illuminator (2nd Slot, $250, Assault Rifle): +2 to Accuracy at Close Range and at night.
M203 Grenade Launcher (2nd Slot, $500, Assault Rifle): Allows you to have an M203 Grenade Launcher mounted on the barrel of your assault rifle.
Foregrip (2nd Slot, $300, Assault Rifle, SMG, LMG, Sniper Rifle): +2 to Accuracy at all distances/firing modes.
Masterkey (2nd Slot, $400, Assault Rifle): Allows you to have a Masterkey shotgun attached to the barrel of your gun.
Silencer (2nd Slot, $100, All Guns): +5 to stealth actions involving firing your gun, if you were invisible before firing and missed you are not discovered, -1 accuracy at all ranges/firing modes.
Armor-Piercing Bullets (2nd Slot, $200, All Guns): Bullets can pierce certain armor and not be slowed down. Extremely useful.
Extended Clips (2nd Slot, $800, All Guns): The gun get a 20% increase to Clip Size and a 50% increase to Extra Ammo.
EDS (2nd Slot, $500, Assault Rifle, SMG, Sniper Rifle): Allows you to ask the GM where any enemies you can't see are.
Bayonet (2nd Slot, $300, Assault Rifle): Attaches a boss-looking bayonet to your assault rifle's barrel
Spoiler Miscellaneous :
Knife- not buyable: You use it as a knife...what do you think? can do 50HP to 100HP damage depending on the location that you hit.
Cell Phone- $100: Can be used to make calls...or IEDs
Alarm Clock- $50: The perfect timer for a bomb, don't you think? It can wake you up, too
Lighter- $20 : Name says it all.
Newspaper- $5: Need some kindling?
Humvee- $3000: Has 500HP and a mounter M60E4 on top.
Medic pack- Can heal a total of 100HP. Requires the perk Medic to use
More will come eventually. Please note that GMs can come up with stuff...to a degree
Cell Phone- $100: Can be used to make calls...or IEDs

Alarm Clock- $50: The perfect timer for a bomb, don't you think? It can wake you up, too

Lighter- $20 : Name says it all.
Newspaper- $5: Need some kindling?
Humvee- $3000: Has 500HP and a mounter M60E4 on top.
Medic pack- Can heal a total of 100HP. Requires the perk Medic to use
More will come eventually. Please note that GMs can come up with stuff...to a degree

Spoiler List of Perks :
Each perk has a certain bonus that either gives you an ability or a certain weapon. Each costs one Unlock Point, but only one can be used from each Tier at a time.
Spoiler Tier 1 :
C4 x4- Gives you 4 C4 explosives.
RPG x2 -Gives you two RPG-7s
Extra Grenades- Gives you an extra Fragmentation Grenade and two extra Flashbang Grenades
Bomb Squad- Lets you detect explosive devices
Claymores x4- Gives you four Claymore antipersonnel mines
Bandolier- Gives you an extra clip for each gun.
RPG x2 -Gives you two RPG-7s
Extra Grenades- Gives you an extra Fragmentation Grenade and two extra Flashbang Grenades
Bomb Squad- Lets you detect explosive devices
Claymores x4- Gives you four Claymore antipersonnel mines
Bandolier- Gives you an extra clip for each gun.
Spoiler Tier 2 :
Bulletproof Vest- Gives you an extra 20HP
High Explosives- Explosives do +20HP damage and get an extra 10 meter blast radius
Stopping Power- Guns do +10HP Damage per Bullet
Overkill- Lets you carry a third weapon
Camouflage- +5 to all stealth rolls
Trigger Finger- +2 Bullets Per Turn unless the gun is on Semi-automatic, Three-round burst, or Bolt-Action firing modes
High Explosives- Explosives do +20HP damage and get an extra 10 meter blast radius
Stopping Power- Guns do +10HP Damage per Bullet
Overkill- Lets you carry a third weapon
Camouflage- +5 to all stealth rolls
Trigger Finger- +2 Bullets Per Turn unless the gun is on Semi-automatic, Three-round burst, or Bolt-Action firing modes
Spoiler Tier 3 :
Medic- Can heal characters with the right supplies, can revive a character and give them a +20HP boost.
Steady Aim- +2 to Accuracy at Close Range
Last Chance- At 5HP, you pull out your pistol and have 5 combat turns to be revived instead of three and no weapon ability.
Eagle Eye- +5% to accuracy for Sniper Rifles
Dead Silence- +5 to all stealth rolls
Hacker- Can listen in to enemy conversations and tap into enemy radio and secret computer files.
Heat Signal Jammer- Makes you and your team invisible to infrared cameras, UAVs, and the likes.
Steady Aim- +2 to Accuracy at Close Range
Last Chance- At 5HP, you pull out your pistol and have 5 combat turns to be revived instead of three and no weapon ability.
Eagle Eye- +5% to accuracy for Sniper Rifles
Dead Silence- +5 to all stealth rolls
Hacker- Can listen in to enemy conversations and tap into enemy radio and secret computer files.
Heat Signal Jammer- Makes you and your team invisible to infrared cameras, UAVs, and the likes.